/* This file contains proprietary software owned by Motorola Mobility, Inc.
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
*/ // runtime globals g_Engine = new Engine(); g_width = 0; g_height = 0; g_cam = null; g_camMoveSpeed = 25.0; gl = null; //webGL handle g_worldObjects = []; g_shaderMan = null g_defaultTex = null; g_alphaTex = null; g_hiQu = true; g_meshMan = null; /* * RDGEState a RDGEstate is an interface that is defined by the user and called by the engine */ function RDGEState() { this.init = function() { } this.update = function(dt) { } this.draw = function() { } this.resize = function() { } this.shutdown = function() { } this.onComplete = function() { } } /* * Calling this makes sure the passed in run state has all the functions * that are required, adding dummy functions where needed */ function validateUserState( userState ) { if(!userState.init) { userState.init = function(){}; } if(!userState.update) { userState.update = function(dt) { var currentScene = g_Engine.getContext().currentScene; currentScene = g_Engine.getScene(currentScene); if(currentScene != null) currentScene.update(dt); } } if(!userState.draw) { userState.draw = function() { var currentScene = g_Engine.getContext().currentScene; currentScene = g_Engine.getScene(currentScene); if(currentScene==null) return; currentScene.render(); } } if(!userState.resize) { userState.resize = function(){}; } if(!userState.shutdown) { userState.shutdown = function(){}; } if(!userState.onComplete) { userState.onComplete = function(){}; } } /* * Used to start the RDGE engine, pass the initState and runState, both of which are RDGEState objects * initState is used to asynchronously load scene data while allowing you to render and update if needed * runState is used clear the execution path for regular rendering and updating once loading is complete * @param initState - the initialization state, false if you don't want to use one * @param runState - the run state */ function RDGEStart(canvasOrID) { var canvas = canvasOrID; if (typeof(canvasOrID) === "string") canvas = document.getElementById(canvasOrID); if (!canvas) return; g_Engine.registerCanvas(canvas); canvas.task = new RDGETask(canvas, true); if (!g_shaderMan) g_shaderMan = new ShaderManager(); if (!g_meshMan) g_meshMan = new MeshManager(); // start rdge if (!g_Engine.initializeComplete) g_Engine.init(); } function RDGEStop() { if(RDGEShutdown != undefined) { RDGEShutdown(); } } // the runtime interface function IRuntime() { this.init = null; // called when state is pushed on the stack this.ReInit = null; // called when state above is popped from stack this.Resize = null; // called every tick to setup the viewport/projection this.Update = null; // called every tick to update scene this.Draw = null; // called every tick to draw scene this.Shutdown = null; // called when state is popped from stack } // add the connection Pool's to this list for auto polling g_poolList = []; function ConnPoll() { var len = g_poolList.length; for(var i = 0; i < len; ++i) { g_poolList[i].Poll(); } } /* RDGE Task */ RDGERequestAnimationFrame = (function() { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(/* function FrameRequestCallback */callback, /* DOMElement Element */element) { window.setTimeout(callback, 1000 / 60); }; })(); RDGETask = (function() { var tasks = {}; return function(canvas, startNow) { this.id = canvas.rdgeid; this.currTime = 0.0; this.lastTime = 0.0; this.running = false; this.context = null; if (!canvas) { return; } this.context = g_Engine.ctxMan.handleToObject(canvas.rdgeCtxHandle); tasks[this.id] = function() { if (!self.running) { return; } self.currTime = new Date().getTime(); var dt = (self.currTime - self.lastTime) / 1000.0; self.step(dt); RDGERequestAnimationFrame(tasks[self.id], canvas); self.lastTime = self.currTime; } this.start = function() { this.running = true; this.currTime = new Date().getTime(); this.lastTime = this.currTime; tasks[this.id](); } this.stop = function() { this.running = false; } this.kill = function() { this.running = false; tasks[this.id] = null; } this.step = function(dt) { contextManager.currentCtx = this.context; this.context.fpsTracker.sample(); this.context.ctxStateManager.tick(dt); } var self = this; if (startNow) { self.start(); } } })();